Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Demodands/Gehreleths Revised
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pants" data-source="post: 1350240" data-attributes="member: 8849"><p><strong>ARUTAR</strong></p><p><strong>Medium Outsider (Chaotic, Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 6d8+21 (48 hp)</p><p><strong>Initiative</strong>: +1</p><p><strong>Speed</strong>: 20 ft. (4 squares) </p><p><strong>Armor Class</strong>: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16</p><p><strong>Base Attack/Grapple</strong>: +6/+9</p><p><strong>Attack</strong>: Slam +9 melee (1d6+3 plus dissolving touch)</p><p><strong>Full Attack</strong>: 2 slams +9 melee (1d6+3 plus dissolving touch) and bite +7 melee (1d8+1)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Devour, dissolving touch, spell-like abilities, <em>summon undead</em></p><p><strong>Special Qualities</strong>: Curse of the ravenous, damage reduction 5/good or lawful, immunity to acid, fear effects, mind-affecting effects, and poison, resistance to cold 10 and fire 10, spell resistance 16</p><p><strong>Saves</strong>: Fort +8, Ref +7, Will +5</p><p><strong>Abilities</strong>: Str 17, Dex 15, Con 17, Int 6, Wis 10, Cha 8</p><p><strong>Skills</strong>: Climb +13, Concentration +12, Intimidate +8, Jump +13, Listen +9, Spot +9</p><p><strong>Feats</strong>: Dodge, Multiattack, Toughness</p><p><strong>Environment</strong>: Tarterian Depths of Carceri</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 6</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always chaotic evil</p><p><strong>Advancement</strong>: Special</p><p></p><p><em>This stocky, grotesquely fat creature is about the size of a dwarf. Its skin is a dull brown, covered in discolored, cancerous growths from which ooze a foul smelling clear liquid. Its two long, flabby arms end in powerful, meaty fists. Long pointed ears jut from the sides of its oblong shaped head. Its small pig-like eyes, glimmer with a dim, bestial intelligence.</em></p><p></p><p>According to the legends, the stories, and barmy bunk, Apomps the three-faced created three different types of Gehreleths; the farastu, the kelubar, and the shator. Where then, do the arutar fit in? Rumor has it that an elven wizard of little renown discovered several tomes that referenced a place called ‘The Sanctum.’ This place, supposedly hidden somewhere in Agathion, the lower depths of Pandemonium, was reportedly a storehouse for ancient knowledge. The wizard set out in search of ‘The Sanctum’ with a small group of adventurers. Of course, as is usual for these kinds of tales, they never returned. Well, they did actually, only several hundred years had passed and only the elven wizard returned, quite insane, and commanding terrible arcane powers. The group of adventurers had been transformed into what are now known as the arutar.</p><p>The elven wizard was killed shortly after by yet another group of adventurers. Into their hands came a spell that could create an arutar from a recently dead corpse. Since then, the arutar have begun to slowly spread across the planes as the spell has been copied and stolen multiple times.</p><p>However, the arutar's relationship with the gehreleths remains a mystery. Both are created in similar ways and both are similarly tainted by chaos - the arutars even more so. One thing is certain, the gehreleths <em>hate</em> the arutars. Gehreleths kill them on sight and since their first appearance on the planes, small groups of gehreleths have been known to leave Carceri for the explicit purpose of eliminating them. Whatever their relationship is, there must be some connection.</p><p>Arutars stand roughly 4.5 feet tall and weigh 300 pounds. Arutars – being quite stupid – are unable to speak anything but unintelligible slobbering noises, however they can understand the language of their creator.</p><p></p><p><strong>COMBAT</strong></p><p>Arutars are simple opponents. Unless commanded otherwise, they simply rush forward and attack, rarely ever using tactics or their spell-like abilities. The smell of recently dead flesh will drive an arutar into a frenzy and they will often stop fighting to begin devouring corpses.</p><p>An arutar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. </p><p><strong>Curse of the Ravenous (Su)</strong>: Arutars are unnatural blights upon the planes, even more corrupted by chaos than the ‘True Gehreleths,’ thus they are cursed by the very process that created them. Every day, an arutar must consume at least one corpse with HD equal to half its own, or its body begins to break down. Every day, that an arutar does not consume a suitable corpse, it takes 1d6 points of Constitution drain as its body begins to liquefy. This Constitution drain can only be restored when the arutar begins feeding again and then it heals at the rate of 1 point per day of regular feeding. </p><p>An arutar afflicted by the curse can only take a single move or standard action each round. Its body is constantly wracked in pain and it takes a –2 penalty on all attack and damage rolls.</p><p><strong>Devour (Su)</strong>: Arutar’s gain advance in HD by devouring the flesh of the recently dead. Whenever an arutar devours three corpses of creatures with HD equal to or greater than its own, it gains an additional Hit Dice, its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points and feats normally as well. Also, it increases the arutar’s Strength, Constitution, Intelligence, spell resistance, and natural armor by +1. Arutar’s are not picky when they devour corpses, however only corpses that have been dead for 10 minutes or less give the arutar any bonuses. Feeding on a corpse requires a full-round action. </p><p>When an arutar reaches 12 Hit Dice it immediately begins a transformation that will turn it into a nasfaru. The arutar will enclose itself in a membranous cocoon, which takes a full-round action. In this form, the arutar gains a +10 bonus to its spell resistance, natural armor, and Constitution. It also gains Regeneration 5, and it only takes normal damage from good-aligned weapons, lawful-aligned weapons, or spells with the good or lawful descriptor. After 24 hours, the nasfaru has completed its transformation and it will emerge from its cocoon fully healed. Once it has emerged from its cocoon, it automatically becomes uncontrolled, usually attempting to exact revenge against the caster. Smart wizards usually try to destroy arutars that are on the cusp of their transformation.</p><p>Corpses so devoured in this way are impossible to raise from the dead or resurrect if any part of the body is required. There is a 50% chance that even a <em>wish</em>, <em>miracle</em>, or <em>true resurrection</em> will fail. </p><p><strong>Dissolving Touch (Su)</strong>: An arutar’s slam attack causes the flesh to liquefy and slough off of its opponent’s body. Any creature hit by an arutar’s slam must succeed at a Fort save (DC 16) or take 1d4 points of Constitution damage. A creature that is reduced to 0 Con, turns into a pulpy, liquid mass as all of its flesh, bones, and organs are liquefied. The save DC is Constitution based.</p><p><strong>Spell-like Abilities</strong>: Continuous – <em>deathwatch</em>; 1/day – <em>darkness, desecrate</em>. Caster level 6th.</p><p><em>Summon Undead</em> <strong>(Sp)</strong>: Once per day, an arutar can automatically summon 1d4 ghouls or 1 ghast. These creatures serve the arutar for 1 hour and return from whence they came. This is the equivalent of a 4th-level spell.</p><p></p><p>Create Arutar</p><p>Transmutation [Chaos, Evil]</p><p><strong>Level<strong>: Sor/Wiz 8</strong></strong></p><p><strong><strong><strong>Components</strong>: V, S, M, XP</strong></strong></p><p><strong><strong><strong>Casting Time</strong>: 8 hours</strong></strong></p><p><strong><strong><strong>Range</strong>: Close (25 ft. + 5 ft./2 levels)</strong></strong></p><p><strong><strong><strong>Effect</strong>: One humanoid corpse</strong></strong></p><p><strong><strong><strong>Duration</strong>: Instantaneous</strong></strong></p><p><strong><strong><strong>Saving Throw</strong>: Will negates (see text)</strong></strong></p><p><strong><strong><strong>Spell Resistance</strong>: No</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>This spell imbues a humanoid corpse with the power of the Lower Planes transforming it into an arutar. Once the transformation has been completed, the newly created arutar must make a Will save. If it fails the Will save, it becomes completely subservient to the caster, obeying all commands given to it. If it succeeds on its Will save, it becomes uncontrolled, usually going on a rampage and usually trying to attack the caster. The arutar cannot speak any languages other than bestial grunting and slobbering, but it can understand any language that its master speaks.</strong></strong></p><p><strong><strong>Wizards must be wary, for whenever an arutar gains an additional Hit Die from its Devour ability, it gets to make another Will save against the same DC as what it made before. Success results in the arutar becoming uncontrolled and most likely, quite unhappy.</strong></strong></p><p><strong><strong><em>Material Component</em>: The corpse of a medium sized humanoid that must be dead no more than 3 days.</strong></strong></p><p><strong><strong><em>Xp Cost</em>: 3,000</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>NASFARU</strong></strong></strong></p><p><strong><strong><strong>Medium Outsider (Chaotic, Evil, Extraplanar)</strong></strong></strong></p><p><strong><strong><strong>Hit Dice</strong>: 12d8+ (138 hp)</strong></strong></p><p><strong><strong><strong>Initiative</strong>: +2</strong></strong></p><p><strong><strong><strong>Speed</strong>: 40 ft. (8 squares)</strong></strong></p><p><strong><strong><strong>Armor Class</strong>: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22</strong></strong></p><p><strong><strong><strong>Base Attack/Grapple</strong>: +12/+18</strong></strong></p><p><strong><strong><strong>Attack</strong>: Claw +18 melee (2d4+6)</strong></strong></p><p><strong><strong><strong>Full Attack</strong>: 2 claws +18 melee (2d4+6) and tail slash +16 melee (1d6+3 plus poison) and bite +16 melee (1d8+3 plus ghoul fever)</strong></strong></p><p><strong><strong><strong>Space/Reach</strong>: 5 ft./5 ft.</strong></strong></p><p><strong><strong><strong>Special Attacks</strong>: Command undead, ghoul fever, poison, spell-like abilities, <em>summon undead</em></strong></strong></p><p><strong><strong><strong>Special Qualities</strong>: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, mind-affecting effects, and poison, regeneration 3, resistance cold 10 and electricity 10, spell resistance 21</strong></strong></p><p><strong><strong><strong>Saves</strong>: Fort +15, Ref +10, Will +11</strong></strong></p><p><strong><strong><strong>Abilities</strong>: Str 23, Dex 15, Con 25, Int 16, Wis 16, Cha 18</strong></strong></p><p><strong><strong><strong>Skills</strong>: Bluff +19, Climb +21, Concentration +21, Hide +17, Intimidate +21, Knowledge (arcane) +18, Listen +18, Move Silently +17, Spellcraft +20, Spot +18, Use Magic Device +19 (+21 scrolls)</strong></strong></p><p><strong><strong><strong>Feats</strong>: Combat Reflexes, Dodge, Mobility, Multiattack, Toughness</strong></strong></p><p><strong><strong><strong>Environment</strong>: Lower Planes</strong></strong></p><p><strong><strong><strong>Organization</strong>: Solitary or team (1 nasfaru, 1d2 arutar and 1d4 ghasts)</strong></strong></p><p><strong><strong><strong>Challenge Rating</strong>: 12</strong></strong></p><p><strong><strong><strong>Treasure</strong>: Standard</strong></strong></p><p><strong><strong><strong>Alignment</strong>: Always chaotic evil</strong></strong></p><p><strong><strong><strong>Advancement</strong>: 13-24 HD (Medium); 25-36 HD (Large)</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><em>This strange creature seems to be made entirely of bones. Loose, leather brown skin is stretched tight over the creature’s entire body. Two, long arms dangle well past its knees and its three-fingered hands almost scrape against the ground. Two long, pointed ears rise well above its head. A line of thin, serrated discs jut out from the creature’s neck and trail its spine all the way to its lower back. Its eyes gaze balefully out from its sunken eye sockets.</em></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The nasfaru are the advanced forms of the arutar. During the transformation, the arutar gains an impressive array of powers, superior strength, and an increased intellect. They are wholly terrible, avaricious, and cruel.</strong></strong></p><p><strong><strong>The first nasfaru appeared only several months after the appearance of the arutar and since then, they have been slowly spreading like a plague across the lower planes. What makes this even more alarming is the nasfaru’s inborn power to propagate more of its species.</strong></strong></p><p><strong><strong>Several nasfaru have been sighted in Pandemonium, acting as haughty barons of small nests of wights, ghasts, and other loathsome undead. Some rumors have been floating about of an incredibly powerful nasfaru named Naphrellon that has been serving Orcus in Thanatos. Rumors persist that in its (very) short existence, Naphrellon may be evolving into something even higher than a nasfaru. Could the Rule of Threes apply even to these degenerates? Whatever it is, the nasfaru share an equal dislike of the ‘leths, although there isn’t much they can do about it.</strong></strong></p><p><strong><strong>Other nasfaru have been spotted in Hades, Limbo, and Gehenna. Not surprisingly, none have been spotted on Carceri. The Gehreleths seem just as dedicated to wiping out the nasfarus, although the creature’s increased cunning and strength is making it rather hard on the ‘leths.</strong></strong></p><p><strong><strong>Nasfaru stand around 7 feet tall and weigh 190 pounds.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>COMBAT</strong></strong></strong></p><p><strong><strong>Nasfaru are wary opponents, wholly dedicated to saving their own lives. They prefer to fight using minions and they aren’t above retreating or using hit and run tactics. They know that they are the new underdogs in the multiverse, they know that ‘leths are around every corner waiting. No one is looking out for them except themselves and they know that pride and arrogance will get them nowhere except in the dead book.</strong></strong></p><p><strong><strong>An nasfaru’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. </strong></strong></p><p><strong><strong><strong>Command Undead (Su)</strong>: A nasfaru can rebuke and command undead as a 12th-level cleric.</strong></strong></p><p><strong><strong><strong>Ghoul Fever (Su)</strong>: Disease – bite, Fortitude DC 22, incubation period 1 hour, damage 1d4 Con and 1d4 Dex. The save DC is Constitution based.</strong></strong></p><p><strong><strong>The nasfaru transfers a particularly vicious strain of ghoul fever that is not a natural disease, but a terrible curse a lot like mummy rot. Unlike normal strains of the disease, this ghoul fever continues until the victim reaches 0 Constitution (and dies) or is cured as described below.</strong></strong></p><p><strong><strong>A character attempting to cast any conjuration (healing) spell on a creature afflicted with this strain of ghoul fever must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.</strong></strong></p><p><strong><strong>To eliminate this ghoul fever, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ghoul fever can be magically cured as any normal disease.</strong></strong></p><p><strong><strong>An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</strong></strong></p><p><strong><strong><strong>Poison (Ex)</strong>: A nasfaru secretes a poison from its barbed tail. Anyone struck by its tail must make a Fort save (DC 22) or take 1d6 points of Con damage. This poison is a particularly potent version of the arutar’s dissolving flesh. The poison slowly liquefies the innards of the creature until he collapses in on itself in a pulpy mass. The save DC is Constitution based.</strong></strong></p><p><strong><strong><strong>Spell-like Abilities</strong>: Continuous – <em>deathwatch</em>; At will – <em>chaos hammer</em> (DC 18), <em>contagion</em> (DC 18), <em>deeper darkness, desecrate, unholy blight</em> (DC 18); 3/day – <em>dimension door</em>; 1/day – <em>create undead</em>; 1/week – <em>create arutar, ethereal jaunt</em>. Caster level 15th. The save DC’s are Charisma based.</strong></strong></p><p><strong><strong><em>Summon Undead</em> <strong>(Sp)</strong>: Once per day, an arutar can automatically summon 2d6 ghouls, 1d4 ghasts, or 1d4 wights. These creatures serve the nasfaru for 1 hour and then return from whence they came. This is the equivalent of a 6th-level spell.</strong></strong></p><p><strong><strong><strong>Regeneration (Su)</strong>: A nasfaru takes normal damage from good-aligned or lawful-aligned weapons, and from spells or effects with the good or the lawful descriptor.</strong></strong></p></blockquote><p></p>
[QUOTE="Pants, post: 1350240, member: 8849"] [b]ARUTAR[/b] [b]Medium Outsider (Chaotic, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 6d8+21 (48 hp) [b]Initiative[/b]: +1 [b]Speed[/b]: 20 ft. (4 squares) [b]Armor Class[/b]: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 [b]Base Attack/Grapple[/b]: +6/+9 [b]Attack[/b]: Slam +9 melee (1d6+3 plus dissolving touch) [b]Full Attack[/b]: 2 slams +9 melee (1d6+3 plus dissolving touch) and bite +7 melee (1d8+1) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Devour, dissolving touch, spell-like abilities, [I]summon undead[/I] [b]Special Qualities[/b]: Curse of the ravenous, damage reduction 5/good or lawful, immunity to acid, fear effects, mind-affecting effects, and poison, resistance to cold 10 and fire 10, spell resistance 16 [b]Saves[/b]: Fort +8, Ref +7, Will +5 [b]Abilities[/b]: Str 17, Dex 15, Con 17, Int 6, Wis 10, Cha 8 [b]Skills[/b]: Climb +13, Concentration +12, Intimidate +8, Jump +13, Listen +9, Spot +9 [b]Feats[/b]: Dodge, Multiattack, Toughness [b]Environment[/b]: Tarterian Depths of Carceri [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 6 [b]Treasure[/b]: None [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: Special [I]This stocky, grotesquely fat creature is about the size of a dwarf. Its skin is a dull brown, covered in discolored, cancerous growths from which ooze a foul smelling clear liquid. Its two long, flabby arms end in powerful, meaty fists. Long pointed ears jut from the sides of its oblong shaped head. Its small pig-like eyes, glimmer with a dim, bestial intelligence.[/I] According to the legends, the stories, and barmy bunk, Apomps the three-faced created three different types of Gehreleths; the farastu, the kelubar, and the shator. Where then, do the arutar fit in? Rumor has it that an elven wizard of little renown discovered several tomes that referenced a place called ‘The Sanctum.’ This place, supposedly hidden somewhere in Agathion, the lower depths of Pandemonium, was reportedly a storehouse for ancient knowledge. The wizard set out in search of ‘The Sanctum’ with a small group of adventurers. Of course, as is usual for these kinds of tales, they never returned. Well, they did actually, only several hundred years had passed and only the elven wizard returned, quite insane, and commanding terrible arcane powers. The group of adventurers had been transformed into what are now known as the arutar. The elven wizard was killed shortly after by yet another group of adventurers. Into their hands came a spell that could create an arutar from a recently dead corpse. Since then, the arutar have begun to slowly spread across the planes as the spell has been copied and stolen multiple times. However, the arutar's relationship with the gehreleths remains a mystery. Both are created in similar ways and both are similarly tainted by chaos - the arutars even more so. One thing is certain, the gehreleths [I]hate[/I] the arutars. Gehreleths kill them on sight and since their first appearance on the planes, small groups of gehreleths have been known to leave Carceri for the explicit purpose of eliminating them. Whatever their relationship is, there must be some connection. Arutars stand roughly 4.5 feet tall and weigh 300 pounds. Arutars – being quite stupid – are unable to speak anything but unintelligible slobbering noises, however they can understand the language of their creator. [b]COMBAT[/b] Arutars are simple opponents. Unless commanded otherwise, they simply rush forward and attack, rarely ever using tactics or their spell-like abilities. The smell of recently dead flesh will drive an arutar into a frenzy and they will often stop fighting to begin devouring corpses. An arutar’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Curse of the Ravenous (Su)[/b]: Arutars are unnatural blights upon the planes, even more corrupted by chaos than the ‘True Gehreleths,’ thus they are cursed by the very process that created them. Every day, an arutar must consume at least one corpse with HD equal to half its own, or its body begins to break down. Every day, that an arutar does not consume a suitable corpse, it takes 1d6 points of Constitution drain as its body begins to liquefy. This Constitution drain can only be restored when the arutar begins feeding again and then it heals at the rate of 1 point per day of regular feeding. An arutar afflicted by the curse can only take a single move or standard action each round. Its body is constantly wracked in pain and it takes a –2 penalty on all attack and damage rolls. [b]Devour (Su)[/b]: Arutar’s gain advance in HD by devouring the flesh of the recently dead. Whenever an arutar devours three corpses of creatures with HD equal to or greater than its own, it gains an additional Hit Dice, its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points and feats normally as well. Also, it increases the arutar’s Strength, Constitution, Intelligence, spell resistance, and natural armor by +1. Arutar’s are not picky when they devour corpses, however only corpses that have been dead for 10 minutes or less give the arutar any bonuses. Feeding on a corpse requires a full-round action. When an arutar reaches 12 Hit Dice it immediately begins a transformation that will turn it into a nasfaru. The arutar will enclose itself in a membranous cocoon, which takes a full-round action. In this form, the arutar gains a +10 bonus to its spell resistance, natural armor, and Constitution. It also gains Regeneration 5, and it only takes normal damage from good-aligned weapons, lawful-aligned weapons, or spells with the good or lawful descriptor. After 24 hours, the nasfaru has completed its transformation and it will emerge from its cocoon fully healed. Once it has emerged from its cocoon, it automatically becomes uncontrolled, usually attempting to exact revenge against the caster. Smart wizards usually try to destroy arutars that are on the cusp of their transformation. Corpses so devoured in this way are impossible to raise from the dead or resurrect if any part of the body is required. There is a 50% chance that even a [I]wish[/I], [I]miracle[/I], or [I]true resurrection[/I] will fail. [b]Dissolving Touch (Su)[/b]: An arutar’s slam attack causes the flesh to liquefy and slough off of its opponent’s body. Any creature hit by an arutar’s slam must succeed at a Fort save (DC 16) or take 1d4 points of Constitution damage. A creature that is reduced to 0 Con, turns into a pulpy, liquid mass as all of its flesh, bones, and organs are liquefied. The save DC is Constitution based. [b]Spell-like Abilities[/b]: Continuous – [I]deathwatch[/I]; 1/day – [I]darkness, desecrate[/I]. Caster level 6th. [I]Summon Undead[/I] [b](Sp)[/b]: Once per day, an arutar can automatically summon 1d4 ghouls or 1 ghast. These creatures serve the arutar for 1 hour and return from whence they came. This is the equivalent of a 4th-level spell. Create Arutar Transmutation [Chaos, Evil] [b]Level[b]: Sor/Wiz 8 [b]Components[/b]: V, S, M, XP [b]Casting Time[/b]: 8 hours [b]Range[/b]: Close (25 ft. + 5 ft./2 levels) [b]Effect[/b]: One humanoid corpse [b]Duration[/b]: Instantaneous [b]Saving Throw[/b]: Will negates (see text) [b]Spell Resistance[/b]: No This spell imbues a humanoid corpse with the power of the Lower Planes transforming it into an arutar. Once the transformation has been completed, the newly created arutar must make a Will save. If it fails the Will save, it becomes completely subservient to the caster, obeying all commands given to it. If it succeeds on its Will save, it becomes uncontrolled, usually going on a rampage and usually trying to attack the caster. The arutar cannot speak any languages other than bestial grunting and slobbering, but it can understand any language that its master speaks. Wizards must be wary, for whenever an arutar gains an additional Hit Die from its Devour ability, it gets to make another Will save against the same DC as what it made before. Success results in the arutar becoming uncontrolled and most likely, quite unhappy. [I]Material Component[/I]: The corpse of a medium sized humanoid that must be dead no more than 3 days. [I]Xp Cost[/I]: 3,000 [b]NASFARU[/b] [b]Medium Outsider (Chaotic, Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 12d8+ (138 hp) [b]Initiative[/b]: +2 [b]Speed[/b]: 40 ft. (8 squares) [b]Armor Class[/b]: 24 (+2 Dex, +12 natural), touch 12, flat-footed 22 [b]Base Attack/Grapple[/b]: +12/+18 [b]Attack[/b]: Claw +18 melee (2d4+6) [b]Full Attack[/b]: 2 claws +18 melee (2d4+6) and tail slash +16 melee (1d6+3 plus poison) and bite +16 melee (1d8+3 plus ghoul fever) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Command undead, ghoul fever, poison, spell-like abilities, [I]summon undead[/I] [b]Special Qualities[/b]: Damage reduction 10/good, darkvision 60 ft., immunity to acid, fear effects, mind-affecting effects, and poison, regeneration 3, resistance cold 10 and electricity 10, spell resistance 21 [b]Saves[/b]: Fort +15, Ref +10, Will +11 [b]Abilities[/b]: Str 23, Dex 15, Con 25, Int 16, Wis 16, Cha 18 [b]Skills[/b]: Bluff +19, Climb +21, Concentration +21, Hide +17, Intimidate +21, Knowledge (arcane) +18, Listen +18, Move Silently +17, Spellcraft +20, Spot +18, Use Magic Device +19 (+21 scrolls) [b]Feats[/b]: Combat Reflexes, Dodge, Mobility, Multiattack, Toughness [b]Environment[/b]: Lower Planes [b]Organization[/b]: Solitary or team (1 nasfaru, 1d2 arutar and 1d4 ghasts) [b]Challenge Rating[/b]: 12 [b]Treasure[/b]: Standard [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: 13-24 HD (Medium); 25-36 HD (Large) [I]This strange creature seems to be made entirely of bones. Loose, leather brown skin is stretched tight over the creature’s entire body. Two, long arms dangle well past its knees and its three-fingered hands almost scrape against the ground. Two long, pointed ears rise well above its head. A line of thin, serrated discs jut out from the creature’s neck and trail its spine all the way to its lower back. Its eyes gaze balefully out from its sunken eye sockets.[/I] The nasfaru are the advanced forms of the arutar. During the transformation, the arutar gains an impressive array of powers, superior strength, and an increased intellect. They are wholly terrible, avaricious, and cruel. The first nasfaru appeared only several months after the appearance of the arutar and since then, they have been slowly spreading like a plague across the lower planes. What makes this even more alarming is the nasfaru’s inborn power to propagate more of its species. Several nasfaru have been sighted in Pandemonium, acting as haughty barons of small nests of wights, ghasts, and other loathsome undead. Some rumors have been floating about of an incredibly powerful nasfaru named Naphrellon that has been serving Orcus in Thanatos. Rumors persist that in its (very) short existence, Naphrellon may be evolving into something even higher than a nasfaru. Could the Rule of Threes apply even to these degenerates? Whatever it is, the nasfaru share an equal dislike of the ‘leths, although there isn’t much they can do about it. Other nasfaru have been spotted in Hades, Limbo, and Gehenna. Not surprisingly, none have been spotted on Carceri. The Gehreleths seem just as dedicated to wiping out the nasfarus, although the creature’s increased cunning and strength is making it rather hard on the ‘leths. Nasfaru stand around 7 feet tall and weigh 190 pounds. [b]COMBAT[/b] Nasfaru are wary opponents, wholly dedicated to saving their own lives. They prefer to fight using minions and they aren’t above retreating or using hit and run tactics. They know that they are the new underdogs in the multiverse, they know that ‘leths are around every corner waiting. No one is looking out for them except themselves and they know that pride and arrogance will get them nowhere except in the dead book. An nasfaru’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. [b]Command Undead (Su)[/b]: A nasfaru can rebuke and command undead as a 12th-level cleric. [b]Ghoul Fever (Su)[/b]: Disease – bite, Fortitude DC 22, incubation period 1 hour, damage 1d4 Con and 1d4 Dex. The save DC is Constitution based. The nasfaru transfers a particularly vicious strain of ghoul fever that is not a natural disease, but a terrible curse a lot like mummy rot. Unlike normal strains of the disease, this ghoul fever continues until the victim reaches 0 Constitution (and dies) or is cured as described below. A character attempting to cast any conjuration (healing) spell on a creature afflicted with this strain of ghoul fever must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate this ghoul fever, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ghoul fever can be magically cured as any normal disease. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Poison (Ex)[/b]: A nasfaru secretes a poison from its barbed tail. Anyone struck by its tail must make a Fort save (DC 22) or take 1d6 points of Con damage. This poison is a particularly potent version of the arutar’s dissolving flesh. The poison slowly liquefies the innards of the creature until he collapses in on itself in a pulpy mass. The save DC is Constitution based. [b]Spell-like Abilities[/b]: Continuous – [I]deathwatch[/I]; At will – [I]chaos hammer[/I] (DC 18), [I]contagion[/I] (DC 18), [I]deeper darkness, desecrate, unholy blight[/I] (DC 18); 3/day – [I]dimension door[/I]; 1/day – [I]create undead[/I]; 1/week – [I]create arutar, ethereal jaunt[/I]. Caster level 15th. The save DC’s are Charisma based. [I]Summon Undead[/I] [b](Sp)[/b]: Once per day, an arutar can automatically summon 2d6 ghouls, 1d4 ghasts, or 1d4 wights. These creatures serve the nasfaru for 1 hour and then return from whence they came. This is the equivalent of a 6th-level spell. [b]Regeneration (Su)[/b]: A nasfaru takes normal damage from good-aligned or lawful-aligned weapons, and from spells or effects with the good or the lawful descriptor.[/b][/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Demodands/Gehreleths Revised
Top